sound space dispose

hello all

i have ported fmod to java over the last few days and im plaining to put it into xith3d :slight_smile: as u would exspect.

now fmod has its own loading audio and managing stuff built in. and it kicks openal. but i am running into a few problems with simple tests before i try and get things embeded to a nice driver for xith3d. [fmod wont need the SoundBuffer hope that wont upset things]

i have a model on screen and move towards the model using the lookat (all ok here). now when the model gets to the edge of the screen its:


      Vector3f q1 = bTransGroup.getVworldBounds().getCenter();

the sounds location nologer updates. i take it this is because its being cleaned up from rendering. but its location is lost to me. i no its still updateing because when i move the view backwards the model comes back into view at the correct steps.

also the object flashs out of view to soon. as if its like half off the view area then dissapers in a flash (looks bad).

so i would exspect i need to look deeper into the objects transforms. any pointers to these little things would be cool. i exspect its working ok in the other drivers but its hard to tell at this time. the rolloff / fade of the sound in xith seems to have problems at the moment.

we will have it sorted mind :slight_smile:

Hey aNT, I don’t suppose you’d care to keep your wrapper distinct from Xith… we’re really interested in it in its own right to tack on to LWJGL as the “pro’s” audio system of choice. OpenAL is still pretty immature and knackered…

Cas :slight_smile:

Would be great to have a testcase.

As of sound activation, check View.setSoundActivationRadius(…) and related code in View.java.

Problem you experience may be caused by the fact that you have your sound added to a group, and scene traversal stops not on the sound, but at higher layer - Xith does not traverse subtree when the parent’s bounds are out of vew.

What you can do is to use setIgnoreBounds(true) on all the groups above your Sound node to enforce then to be traversed even if they are out of screen. Do this only for groups, so you don’t get serious performance impact on rendering (shapes will still be out of rendering).

Yuri

we i have a fully working fmod wrapper now. all seems ok. i’m thinking of dumping part of the way fmod handles volume in 3d and coding a nicer one myself. i want streams to work with a nicer max-min distance on sound nodes. But on the whole, eveything fmod can do u can now call in Java.

xith- yer i will try and look into this when i have a new soundObject. then post stuff up. i keep getting lost in the implementing into xith3d (me just not as cool as u dudes).

also need to get me camera working so it makes sence whats the sound is doing… getting there (see other topic) :).

audio is me bag- 3d is a headfunk.